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The past, present and future of Earth are colliding as mysterious anomalies open up everywhere. Your mission: keep prehistoric monsters in check, preserve the timeline, and uncover the secrets behind the anomalies. Learn more at our website: http://www.cubicle7.co.uk/our-games/primeval/

The vortex system was designed to be easy for new player to pick up,
And for the sake of fast easy play made damage 'simplified' in to blocks of preset damage,

If you are not new to gaming you may not appreciate the chunkyness of this,
You may miss and prefer a more detailed system of damage resolution,
And less hassle in choosing which attribute gets hit,

So presented here are the 'house rules' used in my Primeval rpg, (that just so happens to run on the same system as Doctor Who and Rocket Age, I like to think of these as optional as in unearthed arcana)

You know what it's like, you are tied or distracted and don't need the hassle of choosing which attribute gets it (more so if it's potentially lethal) life would be easier if it could choose for you, with the added bonus of the players not blaming the gm for killing their characters (the dice doood it)

It's very simple, for each point of damage roll a single d6, (so if you took 4 points of damage you would roll 4 dice)